OpenSimMirror/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using log4net;
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using Nini.Config;
using OpenMetaverse;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework;
using Timer=System.Timers.Timer;
using OpenSim.Services.Interfaces;
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this is step 2 of 2 of the OpenSim.Region.Environment refactor. NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
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namespace OpenSim.Region.OptionalModules.World.NPC
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{
public class NPCModule : IRegionModule, INPCModule
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{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// private const bool m_enabled = false;
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private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
private Dictionary<UUID, AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
public void Initialise(Scene scene, IConfigSource source)
{
scene.RegisterModuleInterface<INPCModule>(this);
scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
}
public void HandleOnSignificantClientMovement(ScenePresence presence)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(presence.UUID))
{
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
// m_log.DebugFormat(
// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= 1)
{
// m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID);
// We are close enough to the target for now
presence.ResetMoveToPosition();
presence.Velocity = Vector3.Zero;
// FIXME: This doesn't work
if (presence.PhysicsActor.Flying)
presence.Animator.TrySetMovementAnimation("HOVER");
else
presence.Animator.TrySetMovementAnimation("STAND");
}
else
{
Vector3 agent_control_v3 = new Vector3();
presence.DoMoveToPositionUpdate(ref agent_control_v3, presence.Rotation, false, true);
presence.AddNewMovement(agent_control_v3, presence.Rotation);
}
//
//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
//
//
}
}
}
private AvatarAppearance GetAppearance(UUID target, Scene scene)
{
if (m_appearanceCache.ContainsKey(target))
return m_appearanceCache[target];
ScenePresence originalPresence = scene.GetScenePresence(target);
if (originalPresence != null)
{
AvatarAppearance originalAppearance = originalPresence.Appearance;
m_appearanceCache.Add(target, originalAppearance);
return originalAppearance;
}
else
{
m_log.DebugFormat(
"[NPC MODULE]: Avatar {0} is not in the scene for us to grab baked textures from them. Using defaults.", target);
return new AvatarAppearance();
}
}
public UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom)
{
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene);
npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
m_log.DebugFormat(
"[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}",
firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName);
AgentCircuitData acd = new AgentCircuitData();
acd.AgentID = npcAvatar.AgentId;
acd.firstname = firstname;
acd.lastname = lastname;
acd.ServiceURLs = new Dictionary<string, object>();
AvatarAppearance originalAppearance = GetAppearance(cloneAppearanceFrom, scene);
AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true);
acd.Appearance = npcAppearance;
// for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++)
// {
// m_log.DebugFormat(
// "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
// }
scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
scene.AddNewClient(npcAvatar);
ScenePresence sp;
if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
{
m_log.DebugFormat(
"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
// Shouldn't call this - temporary.
sp.CompleteMovement(npcAvatar);
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// sp.SendAppearanceToAllOtherAgents();
//
// // Send animations back to the avatar as well
// sp.Animator.SendAnimPack();
}
else
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{
m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
}
lock (m_avatars)
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
return npcAvatar.AgentId;
}
public void Autopilot(UUID agentID, Scene scene, Vector3 pos)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
m_log.DebugFormat(
"[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
sp.DoMoveToPosition(0, pos, m_avatars[agentID]);
}
}
}
public void Say(UUID agentID, Scene scene, string text)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
m_avatars[agentID].Say(text);
}
}
}
public void DeleteNPC(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
scene.RemoveClient(agentID);
m_avatars.Remove(agentID);
}
}
}
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public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "NPCModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
}
}